Getting started
- Select an identity. The playtest provides local commanders. Formal wallet flows use a wallet connection and signature.
- Acquire a general and a territory. You need both NFT types to launch an attack.
- Set your main general. Your home and outposts adopt that general’s faction appearance.
- Claim your resources. Use free Claim All to turn pending production into spendable gold and materials.
- Check your defense. Set a manual formation or use automatic defense.
- Choose a target. Select another player’s specific territory on the world map and inspect its defenders, shield and available loot.
- Review and confirm. Edit the suggested army, request the server preview and confirm before watching the siege.
- Recover and grow. Heal wounded troops, upgrade territories and fuse when you own three eligible generals of the same tier.
新玩家如何开始
- 选择身份。当前试玩可选择本地领主;正式钱包流程使用钱包连接与签名。
- 获得将军和领地。主动进攻需要同时持有至少一名将军和一块领地。
- 设置主将。首页及所属据点的外观跟随主将种族变化。
- 领取资源。点击免费的一键领取,将待领取产出转为可消费金币和材料。
- 检查守军。可以设置手动布防,也可以使用自动防守。
- 选择目标。从世界地图点击其他玩家的具体领地,查看守军、免战和可掠夺资源。
- 确认远征。检查默认阵容,调整兵种顺序,查看服务器预览后确认出征。
- 恢复与成长。战后恢复伤兵,积累资源建设领地;有三名可用同阶将军后可以合成。
| Game page页面 | What to do用途 |
|---|---|
| My Realm | Claim production, build and activate shields.领取资源、建设领地、申请免战。 |
| Generals & Troops | Set your main general, recover and fuse.设置主将、恢复兵力、合成。 |
| World Map | Find a territory and select a precise target.搜索与定位领地,选择具体目标。 |
| Expeditions | Edit deployment, confirm attacks and replay history.调整阵容、确认出征、查看战报。 |
| Mint Assets | Acquire general and territory NFTs.获取将军与领地 NFT。 |
| Supply & Speed | Deposit tokens and speed up tasks.充值与任务加速。 |
| Royal Ledger | Inspect revenue and distribution records.查看收入与分红发放记录。 |
| Season & Achievements | View season points and permanent achievements.查看赛季积分与永久成就。 |
Generals and troops
A general is an NFT with a fixed faction and three faction-specific troop groups: vanguard, skirmish and heavy. Troops are the general’s attributes, not separate NFTs. You cannot borrow troops or combine several generals’ soldiers into one expedition.
Each attack deploys one general and their three groups. Only healthy troops fight. A general with capacity 8, healthy troops 6 and wounded troops 2 sends six soldiers.
将军与小兵
将军是 NFT,每名将军固定属于一个种族,携带本族先锋、游击、重装三类小兵。小兵是将军的属性,没有独立 NFT;不能借兵,也不能把多名将军的兵力拼成一支出征军队。
每场进攻出战一名将军,部署他的三个兵组。只有健康小兵参战:容量 8、健康 6、伤兵 2 的将军,本次出战人数就是 6。
| Rarity稀有度 | Base chance基础概率 | Initial capacity初始总兵力 | Fusion growth合成成长 |
|---|---|---|---|
| Bronze青铜 | 50% | 6–8 | 1.5–1.8× |
| Silver白银 | 30% | 9–10 | 1.8–2.2× |
| Gold黄金 | 17% | 11–12 | 2.2–2.6× |
| Diamond钻石 | 3% | 13 | 2.6–3.0× |
Initial capacity is a random integer in the rarity range. Each role starts with at least one soldier; the remaining capacity is randomly allocated and then fixed. Portrait accessories are cosmetic and add no equipment bonus. Use the displayed attributes to judge combat strength.
初始容量在所属区间内随机取整数。三个兵组各至少一兵,其余随机分配后固定,三组合计等于总兵力。图片配件只影响外观,不提供额外装备加成,战力以属性为准。
Faction and role counters
The faction counter ring is:
Celestial → Demon → Elf → Undead → Human → Orc → Dwarf → Sea → Celestial
The faction before an arrow counters the next. Other non-adjacent pairings are neutral.
Vanguard → Skirmish → Heavy → Vanguard
Counters, healthy strength and deployment affect the odds together. A favorable matchup or larger army never guarantees victory.
种族与兵种克制
八族克制关系为:
神族 → 恶魔 → 精灵 → 亡灵 → 人族 → 兽人 → 矮人 → 海族 → 神族
箭头前的种族克制后者,其余非相邻关系中立。
先锋 → 游击 → 重装 → 先锋
克制、健康兵力和部署共同影响胜率。克制对手或兵力更多,都不代表必胜。
Territories and the world map
Every real territory NFT has one fixed, unique map plot. Five territory NFTs mean five plots. Gifting changes the owner but preserves coordinates, level and existing state. Changing your main general changes outpost appearance without moving it. General NFTs take no extra plots.
The map plans for 2,000 positions and initially opens 500 slots. Reserved positions, open slots and minted NFTs are separate counts. Undeveloped areas have no player outpost and cannot be attacked; existing legitimate NFTs are retained.
Drag and zoom the map, search by wallet or territory number, locate your holdings, or filter by My Territories, Similar Strength and Challengeable. Open a specific plot to inspect its NFT number, owner, level, actual defenders and shield.
Geography and distance currently change neither production, distribution weight, combat strength nor attack eligibility. The first version has no marching time, occupation, alliance war or NFT transfer on defeat.
领地与世界地图
每个真实领地 NFT 对应一个固定唯一地块,拥有五个 NFT 就有五块领地。赠送更新主人,坐标、等级和既有状态保留。更换主将改变据点外观,不移动位置;将军 NFT 不额外占地块。
地图最多规划 2,000 个位置,初始开放 500 个名额。预留位置、开放名额、实际发行数量分别统计,未开发区域没有玩家据点且不可攻击;既有合法 NFT 保留。
地图支持拖拽、缩放、钱包或领地编号搜索、定位我的领地,以及“我的领地”“相近兵力”“可挑战”筛选。点击具体地块查看 NFT 编号、主人、等级、实际守军和免战状态。
地理位置与距离目前不影响产量、分红权重、战力或攻击资格。首版不加入行军时间、占领、联盟战争或战败转移 NFT。
Production, building and harvest
Territories keep producing gold and materials while you are offline. Production first enters pending balances. Free Claim All moves your pending output into spendable resources.
生产、建设与收菜
领地离线也会持续生产金币和培养材料,产出先进入待领取余额。免费的一键领取全部将待领取产出转为可消费资源。
| Item项目 | Default rule默认规则 |
|---|---|
| Level 0 production0 级产出 | 60 gold and 6 materials per hour每小时 60 金币、6 材料 |
| First upgrade首次升级 | 100 gold and 10 materials100 金币、10 材料 |
| Later upgrade cost后续升级费用 | Base costs grow 1.5× per level; integer payments round up基础费用每级 ×1.5,整数付款向上取整 |
| Production growth产量增长 | +5% of base production per completed upgrade每次完成升级增加基础产量的 5% |
| First six build waits前六次建设等待 | 1, 2, 4, 8, 16 and 32 minutes1、2、4、8、16、32 分钟 |
| Later waits后续等待 | Grow further, up to 12 hours继续增长,最长 12 小时 |
Resources are charged when construction starts. Level, production and weight update only on completion. Each plot supports one active build task; the current version has no cancellation refund. Fractional production is carried forward rather than lost.
建设开始时扣除资源,完成后才更新等级、产量和权重。每块地同时只进行一个建设任务,当前不提供取消退款。未满整数的产出累计保留。
Permanent automatic harvest
永久自动收菜
Pay 0.01 BNB once, plus chain gas, to permanently enable automatic claims for that wallet. In the current LOCAL game, this uses test funds.
一次支付 0.01 BNB,另付链上 gas,为该钱包永久开启自动领取。当前 LOCAL 游戏使用测试资金。
The service covers present and future territories and runs while you are offline. It belongs to the paying wallet and does not move with a gifted NFT. Use the game’s service contract; a normal transfer to DEV does not activate it.
服务覆盖当前及未来领地,离线也会后台领取,属于付费钱包,不随赠送 NFT 转移。请使用游戏内专用服务合约入口,普通向 DEV 转账不能开通。
Automatic harvest changes collection timing, not production or distribution weight. Pending and claimed resources share the same raid protection: leaving resources unclaimed does not create another protected balance.
自动收菜只改变领取方式,不提高产量或分红权重。待领取与已领取资源共用掠夺保护,不领取不能获得第二份保护。
Launching an expedition
Select a territory → inspect it → edit the suggested army → request the server preview → confirm → watch the siege and result.
The game suggests your eligible healthy main general, or another usable owned general, along with that general’s three troop groups. You may edit the arrangement. The confirmation shows the exact target NFT and owner, general and soldier counts, troop order, probability range, available loot and failure payment.
The current siege interface enters from the west. Troops fight automatically and require no mid-battle controls. Canceling or returning to edit does not start a battle. Transfers, shields or army changes invalidate an outdated preview.
Understanding the odds
New battles have a true win probability between 1% and 99%. The page shows a five-percentage-point band containing that probability, such as 45%–50%. This is a display range, not a promise of victory.
The server settles once when you confirm. The browser plays the saved report; refresh and replay never reroll the result. Playback begins after resources are decoded and the first frame is drawn, and reveals settlement after the final frame. Completed reports replay from the beginning; unfinished reports can resume.
如何发起远征
点击具体领地 → 查看详情 → 编辑默认阵容 → 获取服务器预览 → 确认出征 → 观看攻城与结果。
系统优先预选健康可用的主将,否则选择其他可用将军,带出他的三个兵组。玩家可以调整。确认页展示目标 NFT 与主人、将军和人数、兵种顺序、胜率范围、可掠夺资源及失败赔付。
当前攻城界面固定从西侧进攻。小兵自动战斗,战中无需操作。取消确认或返回编辑不会发起战斗;目标转让、进入免战或阵容状态改变时,需要重新预览。
胜率如何理解
新战斗真实胜率限制在 1%–99%。页面显示包含该概率的五个百分点区间,例如 45%–50%。这是显示范围,不是获胜承诺。
确认后服务器只结算一次,前端播放保存的战报,刷新和重看不会重抽胜负。素材解码、首帧绘制后才开始播放,最后一帧播完才显示结算。完成战报再打开从头播放,未完成战报可以续播。
Defense, raids and shields
Unfortified does not mean undefended
The system chooses a healthy configured defender, then your main general, then another usable general. If none is available, the territory still has three non-NFT base guards, one per role. Base guards cannot attack and have no distribution weight.
A healthy group manually placed at the attacked entry edge fortifies that entry. Otherwise the attacker gets 5 percentage points added once, still capped at 99%. A base 50% becomes 55%. Automatic defense does not count as manual entry fortification; all healthy defenders still fight.
Loot and failure payments
A victory transfers available gold and materials from the defender. A defeat makes the attacker pay the defender. Current defaults are:
防守、掠夺与免战
没有手动布防,也有守军
系统依次选择有健康兵力的指定守将、主将或其他可用将军。没有可用将军时,领地仍有三名非 NFT 基础守卫,三个兵职各一名,不能进攻,也没有分红权重。
将健康兵组手动部署在进攻入口对应的边缘格,可以形成入口布防。否则进攻方胜率加 5 个百分点,每场只加一次,最高仍为 99%;基础 50% 会变成 55%。自动防守不算手动入口布防,全部健康守军仍会参战。
掠夺与失败成本
胜利从对手可掠夺资源中转移金币与材料;失败由进攻方赔付对手。当前默认规则:
| Item项目 | Gold金币 | Materials材料 |
|---|---|---|
| Passive raid protection被动掠夺保护余额 | 100 | 10 |
| Per-victory loot cap单场成功掠夺上限 | 200 | 20 |
| Failure payment单场失败赔付 | 20 | 2 |
| Rolling 24-hour defensive loss cap滚动 24 小时被动损失上限 | 400 | 40 |
Loot takes 10% of wealth above protection, subject to the per-battle and rolling caps and integer rounding. Use the preview for the actual amount. Passive protection does not waive an attacker’s failure payment. Targets with no transferable loot cannot yield a valid raid.
实际掠夺为超出保护余额部分的 10%,受单场、滚动损失上限和整数取整约束,以预览为准。被动保护不能免除进攻失败赔付;没有实际可转移资源时不能形成有效掠夺。
All territories of one player share defenders, resources and loss limits. Selecting another plot does not reset protection or create loot. Defeat never transfers a general or territory NFT.
同一玩家所有领地共享守军、资源和损失额度。改打另一块地不会重置保护或产生额外资源。战败不会转移将军或领地 NFT。
Shields
免战
Activate a shield once every 30 minutes; it lasts 25 minutes. During that time you cannot attack or be attacked, across all your territories. Production continues. A shield started at 12:00 ends at 12:25, with the next activation available at 12:30.
每 30 分钟可申请一次免战,持续 25 分钟。期间本人全部领地不能被攻击,本人也不能进攻,生产继续。12:00 申请则持续至 12:25,12:30 才能再次申请。
Recovery and speed-up
Attacking can leave persistent wounded troops. Defenders return to their pre-battle condition, preserving wounds that already existed.
- Recovery costs 2 gold per wounded soldier.
- Materials cost is wounded count divided by 10, rounded up.
- Waiting time is wounded count divided by 20, rounded up to minutes.
Recovering six troops costs 12 gold and one material, with a one-minute wait. A recovery task fixes its cost and deadline when started. While recovering, a general cannot attack or fuse, but their existing healthy troops may defend.
Wait for construction and recovery, or use an available token speed-up. Speed-up does not remove the original resource cost. Construction and recovery share the daily speed-up allowance. Use the dedicated deposit contract: normal DEV transfers do not credit prepaid balances. The current version offers no prepaid refund or withdrawal. Platform-token charges and chain gas are separate.
伤兵恢复与加速
主动进攻可能留下持久伤兵;防守军战后恢复战前状态,原有伤兵仍保留。
- 每名伤兵恢复消耗 2 金币。
- 材料为伤兵数除以 10,向上取整。
- 等待为伤兵数除以 20,向上取整到分钟。
恢复六名伤兵需要 12 金币、1 材料,等待 1 分钟。任务开始后锁定费用和期限;恢复中的将军不能主动进攻或合成,原有健康兵力仍能防守。
建设与恢复可以等待,也可以使用页面开放的代币加速。加速不免除原资源成本,两类任务共用每日加速额度。请通过专用充值合约充值,普通向 DEV 转账不会记入预付余额;首版预付不退款、不提现。平台币服务费与链上 gas 分别计算。
General fusion
Select three owned, eligible generals of the same tier. Their factions and rarities may differ. The first selected NFT survives; the other two are burned. The primary keeps its faction, rarity, portrait and identity.
For the primary general’s one sampled growth multiplier g:
New capacity = floor(primary capacity × g) New distribution weight = sum of all three input weights × g
The same multiplier controls capacity and weight. Existing primary healthy troops remain; new capacity starts wounded and requires recovery. Material generals’ healthy troops do not heal the primary.
Example: primary capacity 8, healthy 7, three weights of 1, growth 1.65×. The result has capacity 13, healthy 7, wounded 6 and weight 4.95.
The fusion screen shows attributes and possible ranges, not the actual hidden multiplier. Refreshing, retrying or changing materials cannot reroll the primary’s target tier. The default release allows at most two fusions, subject to the displayed configuration. Burns do not replenish cumulative mint slots.
将军合成
选择三名本人拥有、可用且同阶的将军,种族和稀有度可以不同。第一个选中的 NFT 保留,另外两张销毁。主将保留种族、稀有度、外观与身份。
设本次主将成长倍率为 g:
新容量 = 向下取整(主将原容量 × g) 新分红权重 = 三名输入将军的权重总和 × g
兵力与权重使用同一倍率。主将原健康兵力保留,新增容量先作为伤兵,需要恢复;材料将军的健康兵力不补给主将。
例:主将容量 8、健康 7,三张权重均为 1,成长 1.65 倍,合成后容量 13、健康 7、伤兵 6、权重 4.95。
界面展示属性和可能范围,不提前揭示实际倍率。刷新、重试或更换材料不能重抽同一主将目标阶数的成长结果。当前默认最多合成两次,以页面配置为准;销毁材料不恢复累计发行名额。
Minting and gifting
Formal launch defaultsThe LOCAL game uses test transactions. Planned formal mint defaults are:
NFT 获取与赠送
正式发行默认规则当前 LOCAL 游戏使用测试交易。预定正式 mint 默认规则为:
| Item项目 | Default默认配置 |
|---|---|
| Cumulative general cap将军累计发行上限 | 500 |
| Cumulative territory cap领地累计发行上限 | 1,000 |
| Each NFT单张 NFT | 0.005 BNB |
| General + territory pair将军+领地一套 | 0.01 BNB |
| Free opening allocation免费开局活动 | First 20 pairs; one per address前 20 套,每地址限一套 |
DEV may adjust prices and caps; check the current page and announcements. Free minting can still require gas. The 2,000-image general library is artwork inventory, not 2,000 minted general NFTs.
DEV 可以调整价格和上限,以当前页面和公告为准。免费 mint 仍可能支付 gas。2,000 张将军图片是美术图库数量,不代表发行了 2,000 张将军 NFT。
Generals and territories may be gifted; the first version provides no exchange feature. A gifted territory keeps its coordinates, level and construction task. Production accrued before transfer stays with the previous owner; future production belongs to the new owner. Historical distribution payables, prepaid balances and automatic-harvest service stay with their original wallet.
将军与领地可以赠送,首版不提供交换。赠送领地保留坐标、等级与在建任务;转让前产出仍归旧主人,后续产出归新主人。历史分红应付、预付余额和自动收菜服务留在原钱包。
Token, distributions and buybacks
Real platform token not launchedGold and materials fund building and troop recovery. BNB pays mint/service fees and gas. The platform token is planned for speed-up and distributions, and will launch through Flap. Current LOCAL tokens and distributions are test demonstrations.
Weight-based distribution
Half the game distribution budget belongs to generals and half to territories. Newly minted generals all start at weight 1, including diamond generals. Rarity affects later fusion growth.
Territory weight = 1 + 0.1 × completed upgrades General share = general pool × wallet general weight / total surviving general weight Territory share = territory pool × wallet territory weight / total eligible territory weight
Territory weights progress 1, 1.1, 1.2, 1.3… without compounding. 500 and 1,000 are issuance caps, not distribution denominators. Amounts round down in the token’s smallest units.
A fixed snapshot records holders, weights and payables. Later gifting or growth affects future rounds; confirmed payables stay with the snapshot wallet. The ledger separates payable, sent, received, pending, tax differences and rounding remainders.
Revenue allocation
- 80% of actual project-disposable trading tax goes to the game budget; 20% to operations.
- 100% of NFT revenue is booked for future platform-token buybacks and burns.
- Consumed speed-up fees and automatic-harvest service income are separately accounted for and directed by DEV.
- Unspent deposits and historical unpaid distributions are obligations, not new revenue.
DEV initially executes buybacks and burns manually in batches. Pending buyback, bought and burned amounts are distinct. Fusion and upgrades change shares, not revenue; no new distributable budget means no corresponding new distribution. No fixed return or token price is promised.
Flap purchase reward
Not openA qualifying single purchase must deliver strictly more than 1% of the fixed initial token supply net, and the buyer’s balance at verification must exceed that same threshold. A valid claim awards one general and one territory.
Each address may receive three successful rewards, each using a different unclaimed purchase hash. Ordinary transfers and accumulated small purchases do not qualify. Submit the buyer address and transaction hash; verified assets go only to the actual buyer. This entry stays closed until token launch and integration verification.
平台币、分红与回购
真实平台币尚未发行金币与材料用于建设和恢复;BNB 用于 mint、服务费与 gas;平台币预定用于加速与分红,通过 Flap 发行。当前 LOCAL 代币及分红是测试演示。
按实际权重分红
游戏分红预算将军池和领地池各占 50%。新 mint 将军初始权重均为 1,包括钻石;稀有度通过后续合成成长影响权重。
领地权重 = 1 + 0.1 × 已完成升级次数 将军份额 = 将军池预算 × 本钱包将军权重 / 全部存续将军总权重 领地份额 = 领地池预算 × 本钱包领地权重 / 全部有效领地总权重
领地权重为 1、1.1、1.2、1.3……按基础值增加,不逐级复利。500 和 1,000 是发行上限,不是分红分母。实际金额按代币最小单位向下取整。
固定快照记录持有人、权重和应付。之后赠送或成长只影响未来批次,已确认应付留在快照钱包;账页分别展示应付、发送、到账、待发、税差和取整余数。
收入如何安排
- 项目可支配交易税实收的 80% 用作游戏预算,20% 用于运营。
- NFT 收入 100% 记入后续平台币回购销毁预算。
- 已消费加速费和自动收菜服务收入分别记账,由 DEV 安排。
- 未消费充值余额及历史待发分红是义务,不是新收入。
初期由 DEV 批量手动回购销毁,分别登记待回购、已买入、已销毁。合成和升级改变份额,不产生收入;没有新可分配预算,就没有对应的新分红。不承诺固定收益或代币价格。
Flap 购买奖励
尚未开放单笔真实购买净到账必须严格超过发行时固定初始供应量的 1%,且核验时余额也超过同一门槛,合格申请获得一名将军和一块领地。
每地址最多成功领取三次,每次使用不同且未领取的购买哈希。普通转账或多笔小额购买累计不满足条件。填写买方地址与交易哈希,核验后仅发给真实买方;代币发行和适配验证完成前,该入口关闭。
Seasons and long-term growth
The first version opens points and permanent achievements: first successful attack, first completed territory upgrade and first general fusion.
A default season lasts 14 days. An attacking win earns 10 points; defeat deducts 5, with a floor of zero. Defense does not score. Season changes reset season points while preserving growth, levels, resources, tasks, achievements and historical payables. These achievements award no extra tokens, resources or NFTs in the first release.
Build for resources, cultivate generals for stronger expeditions, and manage the attack/defense rhythm with deployment, counters and shields. Before each action, review the real troop counts, costs and target status on the confirmation screen.
赛季与长期成长
首版开放积分与永久成就:首次成功进攻、首次领地建设完成、首次将军合成。
默认赛季 14 天,主动进攻胜利加 10 分,失败减 5 分且最低为 0,防守不计分。切季只重置赛季积分,成长、等级、资源、任务、永久成就及历史应付保留。首版成就不额外奖励资源、代币或 NFT。
可以建设领地积累资源,培养将军提高出征能力,并通过部署、克制与免战安排攻守节奏。每次行动前,请核对确认页的实际兵力、成本和目标状态。